#include "glew.h"
#include "GPUProgram.h"
#include "utils.h"
#include "ObjModel.h"
#include "FBO.h"
#include "FullScreenQuad.h"
#include "Glm/glm.hpp"
#include "Glm/ext.hpp"
#include <windows.h>
#include <stdio.h>
#include <math.h>
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glew32.lib")

LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch (msg)
	{
	case WM_CLOSE:
		PostQuitMessage(0);
		break;
	}
	return DefWindowProc(hwnd, msg, wParam, lParam);
}

INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd)
{
	WNDCLASSEX wndClass;
	wndClass.cbClsExtra = 0;
	wndClass.cbSize = sizeof(WNDCLASSEX);
	wndClass.cbWndExtra = 0;
	wndClass.hbrBackground = NULL;
	wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndClass.hIcon = NULL;
	wndClass.hIconSm = NULL;
	wndClass.hInstance = hInstance;
	wndClass.lpfnWndProc = GLWindowProc;
	wndClass.lpszClassName = "OpenGL";
	wndClass.lpszMenuName = NULL;
	wndClass.style = CS_VREDRAW | CS_HREDRAW;
	ATOM atom = RegisterClassEx(&wndClass);

	HWND hwnd = CreateWindowEx(NULL, "OpenGL", "RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, 800, 600, NULL, NULL, hInstance, NULL);
	HDC dc = GetDC(hwnd);
	PIXELFORMATDESCRIPTOR pfd;
	memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
	pfd.nVersion = 1;
	pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DOUBLEBUFFER;
	pfd.iLayerType = PFD_MAIN_PLANE;
	pfd.iPixelType = PFD_TYPE_RGBA;
	pfd.cColorBits = 32;
	pfd.cDepthBits = 24;
	pfd.cStencilBits = 8;

	int pixelFormatID = ChoosePixelFormat(dc, &pfd);

	SetPixelFormat(dc, pixelFormatID, &pfd);

	HGLRC rc = wglCreateContext(dc);
	wglMakeCurrent(dc, rc);

	glewInit();

	//init gpu program
	GPUProgram gpuProgram;
	gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/carton.fs.vs");
	gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/carton.fs.fs");
	gpuProgram.Link();
	gpuProgram.DetectAttribute("pos");
	gpuProgram.DetectAttribute("normal");
	gpuProgram.DetectAttribute("texcoord");
	gpuProgram.DetectUniform("M");
	gpuProgram.DetectUniform("V");
	gpuProgram.DetectUniform("P");
	gpuProgram.DetectUniform("NM");
	gpuProgram.DetectUniform("U_AmbientLightColor");
	gpuProgram.DetectUniform("U_AmbientMaterial");
	gpuProgram.DetectUniform("U_DiffuseLightColor");
	gpuProgram.DetectUniform("U_DiffuseMaterial");
	gpuProgram.DetectUniform("U_SpecularLightColor");
	gpuProgram.DetectUniform("U_SpecularMaterial");
	gpuProgram.DetectUniform("U_LightPos");
	gpuProgram.DetectUniform("U_EyePos");

	//init 3d model
	ObjModel model;
	model.Init("res/model/Sphere.obj");

	float identity[] = {
		1.0f,0,0,0,
		0,1.0f,0,0,
		0,0,1.0f,0,
		0,0,0,1.0f
	};

	float ambientLightColor[] = {0.4f, 0.4f, 0.4f, 1.0f};
	float ambientMaterial[] = {0.2f, 0.2f, 0.2f, 1.0f};

	float diffuseLightColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
	float diffuseMaterial[] = { 0.4f, 0.4f, 0.4f, 1.0f };

	float specularLightColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
	float specularMaterial[] = { 1.0f, 1.0f, 1.0f, 1.0f };

	float lightPos[] = { 1.0f, 1.0f, 0.0f };
	float eyePos[] = { 0.0f, 0.0f, 0.0f };

	glm::mat4 modelMatrix = glm::translate(0.0f, 0.0f, -5.0f);
	glm::mat4 projectionMatrix = glm::perspective(50.0f, 800.0f / 600.0f, 0.1f, 1000.0f);
	glm::mat4 normalMatrix = glm::inverseTranspose(modelMatrix);

	glClearColor(41.0f / 255.0f, 71.0f / 255.0f, 121.0f / 255.0f, 1.0f);
	ShowWindow(hwnd, SW_SHOW);
	UpdateWindow(hwnd);

	MSG msg;

	while (true)
	{
		if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))
		{
			if (msg.message == WM_QUIT)
			{
				break;
			}
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}

		glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glEnable(GL_DEPTH_TEST);
		glUseProgram(gpuProgram.mProgram);
		glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
		glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity);
		glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
		glUniformMatrix4fv(gpuProgram.GetLocation("NM"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
		glUniform4fv(gpuProgram.GetLocation("U_AmbientLightColor"), 1, ambientLightColor);
		glUniform4fv(gpuProgram.GetLocation("U_AmbientMaterial"), 1, ambientMaterial);
		glUniform4fv(gpuProgram.GetLocation("U_DiffuseLightColor"), 1, diffuseLightColor);
		glUniform4fv(gpuProgram.GetLocation("U_DiffuseMaterial"), 1, diffuseMaterial);
		glUniform4fv(gpuProgram.GetLocation("U_SpecularLightColor"), 1, specularLightColor);
		glUniform4fv(gpuProgram.GetLocation("U_SpecularMaterial"), 1, specularMaterial);
		glUniform3fv(gpuProgram.GetLocation("U_LightPos"), 1, lightPos);
		glUniform3fv(gpuProgram.GetLocation("U_EyePos"), 1, eyePos);
		model.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));

		model.Draw();

		glUseProgram(0);
		glFinish();
		SwapBuffers(dc);
	}
	return 0;
}
